Summary
Visibility on the mesh_component is broken, with materials using any transparency (masked/translucent) not being able to be hidden. Visibility on all mesh_comps disappears when the player is hidden through cameras.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Other
Steps to Reproduce
Please note I am testing this on an Xbox series X and the result may be different on other graphics/devices.
ISSUE 1 - Materials on mesh comps with any transparency can’t be hidden:
- Create a material of either Masked or Transparent, put a mask into the Opacity/OpacityMask Output.
- Apply the material to a mesh in the mesh_component of an entity
- Through any means attempt to hide the mesh of the mesh comp in runtime (visibility seems to work correctly in entity preview)
- Result - Mesh will remain visible
ISSUE 2 - Player visibility through cameras causes all mesh_components of all entities to become invisible:
- Get a player orbit camera and set player visibility off within the camera
- Result - All entities will not be visible
(Note) Issue 2 can also be triggered by the camera entering the player (causing invisibility) usually achieved by pressing the character and the camera into each other along a wall due to the cameras boom collision preventing clipping.
Expected Result
ISSUE 1 - Entities are hidden when visibility of their mesh is turned off in runtime.
ISSUE 2 - Entities remain visible when the player is hidden via the camera (FC.Hide() in verse doesn’t cause this issue - but the issue is still bad due to boom collision triggering it.)
Observed Result
ISSUE 1 - Entities Remain visible when visibility of their mesh is turned off in runtime.
ISSUE 2 - All Entities become invisible.
Platform(s)
Xbox Series X
Additional Notes
These issues are very bad and limiting, visibility is a core thing that should always work as intended, for comp games using scene graph issue 2 will essentially allow for wall hacks. Issue 1 is annoying and limits the creator heavily.